Patch Notes: 1.0.1

Patch Categories

Patch Notes Since 1.0.01

Unreleased

Accessibility

[1.0.07] : Soundgrid will create an audio enabled webgrid where symbols on the map are converted into a web table that gives a different sound for each symbol when you mouse over it.

[1.0.12] : 'options mud_output accessible_text' will now remove all padding from table based output (such as the 'factions' command).

[1.0.07] : A highly experimental system has been added - the 'soundgrid' command. Currently this is only supported on the landmine map in the barracks because it needs feasibility tested.

[1.0.04] : When the 'skills' command is used when accessible text is set on, it will display as a plain table with dots and bars.

[1.0.07] : Currently only works on HTML 5 enabled browsers. Future support dependant on value of project.

[1.0.07] : I have no idea if this will actually make our 'grid based' quests accessible, but I'd like to give it a go and see if we can't hammer it into something useful. Feedback very gratefully accepted for this.

[1.0.05] : You can now 'earmuff linker' to get rid of the 'X moves east onto the place' messages in linked up locations.

[1.0.05] : 'map scan' will now give you a written description of enemies you can see in your map.

[1.0.07] : Under each audio symbol is a series of clickable links - these will cause your character to perform that action in the game.

Achievements

[1.0.16] : New style achievements are worth twice as much for command and knack points.

[1.0.16] : Completing a category now awards a player title of the same name as the category. Completing all the 'wild rover' achievements for example permits the pre-title 'wild rover'

[1.0.16] : An additional XP award and announcement is now given for completing all achievements in a category.

[1.0.16] : Old achievements have been moved into a shadowy hinterland where they count but don't *count*. The AP earned for these will be convered over to 'legacy' AP. Legacy AP will continue to count towards command and knack points, but will be lost on your next refresh

Areas

[1.0.15] : Silent Hollow is the first installment of a three part episodic area expansion. It's a small town in the mountains of Scotland and part of the Regional Council Area known as Hillman's County.

[1.0.14] : A new area has been aided - a raider compound available from exploration within Scotland. Enemies within the compound are always aggressive, and span in difficulty from average to quite hard.

[1.0.15] : Hillman's County: Silent Hollow has been added to the game and is available from exploration within Scotland.

[1.0.14] : The area is protected by electric fences on the sliproads, but there are ways in.

Armour Sets

[1.0.14] : Armour sets have been introduced into the game. These are pieces of worn equipment that when worn in combination with other pieces from the same set will grant additional bonuses. The bonus gained is dependant on the average quality of the items sharing the set.

[1.0.14] : A craftable bone armour set has been added to the game. It's accessible via research.

[1.0.14] : A forgeable set of platemail has been added to the game. It's accessible via research.

[1.0.14] : A craftable shinobi armour set has been added to the game. It's accessible via research.

Art And Culture

[1.1.00] : Hacking remote terminals will now give a chance at an appropriate culture TM, depending on the TLD of the address. For example, .au refers to an australian server, which will give a chance at Oceania culture.

[1.1.00] : When 'greet'ing an NPC, you will now be given a free attitude adjustment based on the appropriate cultural skill for the NPC. If you fail this, you may find yourself on the wrong side of the NPC, but if you pass you'll find yourself on the right side. If you don't want the risk, don't greet them. This stacks with the bonuses obtained by the normal attitude adjustment commands.

[1.1.00] : Novels now also come with a cultural assignment and a cultural difficulty. Reading a novel will now give you a TM chance in the appropriate skill.

Autosplit

[1.0.05] : The leader of a group can change the autosplit setting using the new 'group settings' command. More options will be added to this as time goes by.

[1.0.05] : Groups now have an option to autosplit loot. This comes in three forms - 'off', in which loot is not split, 'corpse' in which only money taken from a corpse is split, and 'all' in which all money made by group members while the group is active is split.

[1.0.05] : Autosplit requires group members to be in the same room for it to be active.

Balance

[1.0.20] : Reputation needed to reach the extreme of faction standing has been reduced.

[1.1.00] : All players will now start with a budget of 250 command and knack points from day one. These are 'free points', added to your overall total. If you've already got command and knack points, you will find you now have more.

[1.2.12] : The danger gradient of spawned NPCs has changed. Now, it progresses from one, two and then three 'easy' NPCs to one, two and then three 'medium' NPCs and then one, two and then three 'hard' NPCs. This should fix the current exponential difficulty curve that goes along with leaving the safe areas of the city. I'm not convinced this is a great idea yet, so I will be keeping an eye on what' going on.

[1.0.20] : There is no longer any reduction death XP when you outlevel an opponent. XP will be granted always.

[1.1.02] : All factions now give the same XP for missions, regardless of their 'base difficulty'. For most, these means a boost to the amount of XP they give out.

[1.1.01] : The GP costs of actions in combat in all stances has been reduced.

[1.1.01] : The player age related achievements have had their requirements drastically cut.

[1.1.01] : The repair mission will now progress on all successful repair attempts, not just those where you fully repair an item.

[1.1.01] : The level of quests has been rebalanced somewhat - this means less QP in the game, although the same number of quests

[1.1.01] : The reliability of Phalanx being available in the Winchester has been reduced.

[1.1.01] : Quality of an object is now properly taken into account when selling/buying an item.

[1.1.00] : The XP calculation has been adjusted considerably, offering much less XP at higher levels, but more at lower levels. Overall XP rewards are much lower, since at higher levels and complexities the amount of XP being given out was ridiculous.

[1.2.08] : The amount that must be repaired for the Duck Tape Dynamo goal has increased.

[1.1.02] : The max number of levels that a faction will teach for each tier has increased.

[1.1.01] : The mechanism used to determine how much that a faction will teach you has changed considerably. Now, they will teach you an amount of your max equal to the percentage of 'max rep' you have with them. This means that most factions will teach you less to begin with, but will teach you considerably more as you start to engage with them.

[1.1.01] : The difficulty of the NPCs that spawn in the streets directly adjacent to Alphabet Street has been reduced, and a 'max horde' size has been set on all rooms in the game. The max NPC size for a room is now equal to the set difficulty level of the room.

[1.1.02] : For every day of age your character (not your account) has, up to a maximum of 100, you'll get 2.5 command and knack points

[1.1.01] : XP and money cost of skills has increased somewhat, with the largest increases at the higher skill levels.

[1.1.01] : The effectiveness of bandages has been increased, and plasters can now be used as (relatively ineffective) bandages.

[1.2.08] : The damage of the backstab command has been significantly increased.

[1.2.06] : The speed at which unarmed damage scales with skill levels has been significantly reduced for players and NPCs. This will make some zombies a good deal easier than before, but I'll keep an eye on whether the effects are appropriate.

[1.1.01] : The chance of finding scavenge in any particular room has been dropped since it's now easier to venture outside of Alphabet Street.

[1.1.02] : While in a faction area, the decay rate for hunger and thirst has been changed to 75/50/25% for like/admired/exalted. However, to compensate for this, you will regen stamina and energy at 125/150/175% for stamina and energy.

[1.1.02] : The minimum time between TMS of a skill has been decreased a bit. The chance of continuous TMs has also been increased.

Blackcairn

[1.1.03] : This is a moderate faction in opposition to the regulators. Those who have regulator standing already will be given a chance to reset it if they want, so as to not disadvantage them with the Bad Wolff faction.

[1.1.03] : The village of Blackcairn has been added to the game. It is available via exploration.

[1.1.03] : The village comes with a new faction - the Bad Wolff Brotherhood.

Bosses

[1.0.12] : Benumb Z-103 has been added as a world boss. He was formerly a test subject for the Osiris Corporation's Arctic Research Facility, but some things went terribly, terribly wrong. He'll occasionally escape from his Osiris escort, so keep an eye out.

[1.0.12] : The Colossus has been added as a world boss - he is to behemoths what behemoths are to normal zombies. He'll occasionally spawn in the south part of the city, so be warned.

[1.0.12] : This patch introduces the world boss spawn handler, which will occasionally spawn super powerful enemies in the game. You'll need a group to make much progress with these. They have higher quality equipment that spawns as loot once they have been defeated.

[1.0.12] : Bosses are likely to undergo a good deal of balancing, rebalancing and checking as we go on. Be prepared for unreliability!

Bug Fixes

[1.1.01] : The 'you gotta serve somebody' achievement will now be properly granted when picking a major faction. 'Achievements legacy' will grant it for those who don't have it, but should.

[1.2.00] : Dying will now clear you of any pins that have been applied.

[1.2.07] : Pets should now properly reset when a pet dies and is resummoned.

[1.1.01] : You will no longer be prevented from performing non-combat commands when you are in combat but all your opponents are on the other side of an obstacle. Any commands that still prevent this should be bug-repped.

[1.0.20] : The description of several crafting schematics has been changed to properly indicate the victory condition, which is based on the difficulty of the applied schematic rather than the item created.

[1.0.02] : Player page on website has had the beta testing text removed, and the tools moved to the top.

[1.1.00] : It's now possible to sell incriminating dossiers to NPCs other than the target, as was originally intended.

[1.1.00] : Weather chats will now appear, as they should have in the first place.

[1.2.02] : Schematic books which stopped being created will now create properly again. I'm not 100% sure if this will work for schematic books currently in your inventory, but we'll see.

[1.2.02] : NPCs that are following you should no longer wander off by themselves.

[1.1.02] : When awarding a 'good word' favour, factions with which you have 100% rep are now excluded from candidates.

[1.0.17] : Money transfered to you when over-burdened will now spill onto the ground rather than simply disappear.

[1.0.17] : A bug affecting NPC behaviours has been fixed - Human enemies should now be a little more entertaining to battle, as should zombies. This may make your lives a little more interesting than before.

[1.2.00] : The 'read' command will no longer prevent you from reading things that are on surfaces in your room.

[1.2.06] : A performance fix in the tagged longs has been implemented - let's see how that works when we next go live. As before, it'll only stay enabled if it isn't creating performance drag.

[1.0.11] : The homunculus will now freely wander around areas that other zombies wouldn't.

[1.1.03] : The scaling of unarmed damage has been fixed so it's properly applied when skills are advanced. On the upside, this means that you'll do more unarmed damage the higher your skills are. On the downside, so will your enemies.

[1.0.17] : The houses on the west side of Elm street will now load properly once again.

[1.0.17] : Using a flamethrower on a neutral enemy will now be considered an offensive act and result in them attacking you. Seriously, that wasn't the case before. SETTING SOMEONE ON FIRE wasn't considered to be an aggressive act.

[1.0.21] : When encountering Kirkmohr Castle through exploring, you'll now end up at the outside path rather than the gates.

[1.1.01] : A bug with regards to noticeability and luring enemy NPCs to your room has been fixed.

[1.0.04] : You can no longer buy things when factions tell you that you don't have the needed reputation.

[1.0.06] : It is now no longer possible to break through, or jimmy, the biometric doors at the Osiris Research Facility.

[1.1.01] : The 'tense night's sleep' mercurial will no longer be applied when sleeping in areas with a danger level of 0, such as Alphabet Street.

[1.2.02] : Salvaging carpets and wallpapers will now properly remove them from stronghold descriptions.

[1.0.18] : An issue with weights has been fixed - material durability modifiers, rather than weight modifiers, were being applied to calculate an item's weight. Now, weight modifiers will be used as intended. Some things will weigh less now. Other things may weigh more.

[1.0.12] : A bug impacting on meditate difficulty has been fixed. You should find a larger range of success/failure options now.

[1.1.03] : Objects should no longer clone with $material$ in their short, but please re-report if that's not true - it's really difficult to reproduce this consistently 'in the wild'.

[1.1.04] : The way in which money is parsed has been changed a little, preventing syntaxes such as 'get $0.02&$0.02' from working. It'll now calculate the total you've indicated this way, and sum it up before making the attempt.

[1.2.14] : The Master O' Coin will now accept tokens on behalf of the Reivers.

[1.0.04] : You will no longer be awarded with negative experience under certain situations.

[1.2.02] : Certain furnitures will no longer runtime when sold to a storeroom.

[1.2.00] : The 'windbag' stack has made its way back into the game, after the data file had been overwritten by some idiot.

[1.2.07] : Felled trees will now produce uncoloured logs, rather than multicoloured ones.

[1.0.12] : The quest 'God is always watching' now properly has 'Backdoor Entry' as a pre-requisite.

[1.1.02] : Doctors will no longer runtime on costing 'scared to live' treatment.

[1.0.16] : The Diplomatic Corps now offer 'cure digestion problems' as a favour rather than curing blood poisoning.

[1.0.06] : Faction and alignment pre-titles will now be possible to set.

[1.1.02] : When deleting a bug reply through the web interface, the bug details will now be properly displayed in the usual style.

[1.0.07] : Light values during the night have been fixed. It'll be darker at night now.

[1.0.15] : Crafted clothes will now work better with the crafting system.

[1.2.05] : The objectmenu MXP option will once again function as expected.

[1.0.02] : Various small bug and typo fixes, and some bugs fixed around Braellen.

[1.0.10] : Score/command/knack points will be more reliable, but the way in which they are calculated has been changed. Previously these were based on bonus for skills (which is variable based on ) and now they will be based on level, which won't change quite so often.

[1.1.02] : Ejecting batteries from powered items will now give you the proper type back - if you put in an expensive battery, it'll give you an expensive battery back. However, this won't work for batteries you've inserted before this patch is applied.

[1.2.01] : Greenhouses in generated houses will once again generate their proper long descriptions.

[1.0.07] : Invisible money should disappear from your various nooks and crannies.

[1.1.00] : The way in which auto loading works has been changed for inventory objects, handling them all on call_outs. This means that containers full of things will take a while to fully load, but it also means that auto loading should no longer be a source of lag.

[1.0.12] : You can now 'look through' sniper rifles and binoculars and such and see what's going on.

[1.1.04] : Checking to see if an item is a suitable tool for gathering is now based on name, rather that adjectives. That means that books such as 'That's Not A Knife' will no longer work as the check for the butcher command.

[1.0.06] : The tundra exploration area has been reinstated in the Arctic.

[1.2.02] : Deactivating an alarm that you yourself armed will no longer award XP or mission progress.

[1.0.09] : Stat impact on skills should now correctly calculate in all circumstances.

[1.0.12] : The weight of clothes when first cloned wasn't taking into account the materials of the item. These should now calculate properly.

[1.0.20] : The Carnival of Undead Wonders has been added. It is accessible from Mulder Street in Dunglen City.

Clans

[1.2.00] : XP in the clan bank can now be awarded to other players, including those outside your clan. If they are not currently logged on, it'll be awarded at the next time they are and the clan handler ticks. If they are online, it is awarded instantly.

[1.2.00] : XP earned by your clan is now split into two categories - the 'bank', which is officially 'clan XP' and 'the buffer', which will increase to a certain point and then split between the bank and all clan members.

[1.2.00] : It's no longer possible to lose clan achievements when you drop beneath the criteria for it - you keep them, and the XP they rewarded, regardless.

[1.2.00] : If XP hasn't yet been awarded to other players, you can remove it from the roster if you have the appropriate clan permissions.

[1.2.00] : Clan XP is now the currency used to purchase bonuses, not clan points.

[1.2.00] : Clan points have been removed as a currency for buying clan enhancements.

[1.2.00] : The clan now allows you to set how much earned XP should go to members, and how much of a share each member should get when it is shared. All that is left over goes to the bank.

Codex

[1.1.04] : In addition to finding items, you'll be able to butcher certain body parts off corpses to use in certain codex entries.

[1.1.04] : Each entry is part of a larger 'collection'. If you unlock all the entries, you will unlock its collection, earning xp, titles, and reputation (depends on the collection).

[1.1.04] : You'll now be able to find special codex items in the game (usually by searching)that you can use to 'unlock' entries in the codex system. Entries can have several unlocks, each one revealing more of the story of that codex.

[1.1.04] : A new system has been implemented: Codex. You can use the 'codex' command to access it.

[1.1.04] : As with all other Epitaph features, this one will grow and expand with time.

Combat

[1.0.07] : A new knack 'float like a butterfly' has been added to allow you to increase your base grace period.

[1.0.07] : A failed charge will now still put you in the scrum, although it won't move your enemy. If you critically fail, you will slip and fall on your dumb face.

[1.0.07] : Critters no longer count with regards to calculating your number of opponents penalty.

[1.0.07] : The grace period after maneouvering in combat has been adjusted. It's now slightly longer one on one, with the period being reduced the more enemies you have in combat with you.

[1.0.07] : When you are the target of a concentration, there will be a message to indicate it.

[1.0.07] : Zombies will now more reliably (but not entirely reliably) focus on the target that has accumulated the most threat.

Commands

[1.0.06] : Two commands have been re-added to the game - 'suture' and 'diagnose'. See the section on death for more details.

Cooking

[1.0.08] : A vegetable stew of potatos, carrots and beets will give you the property of any of the contents randomly when you take a mouthful. You can also 'season' food with sauces, salts and such to give them a little extra oomph. Season is a command you'll get once you have a few levels of ag.ma.co.

[1.0.08] : Food now has a range of 'properties' that cooking can bring out. Potatoes are filling, peanuts are salty, and so on. The food items that you incorporate into a recipe will influence the exact properties that the food has.

[1.0.08] : Cooked food also gives you a resolve boost per bite, depending on the quality of the food that's been made, provided it's above a certain quality.

[1.0.08] : At the moment, cooking requires a vessel which is consumed as part of the process. That's a temporary state of affairs - as time goes by, the system will get more subtle.

[1.0.08] : One of the recipes is a vegetable stew - you can make this out of any vegetables provided you have enough. The amount of the stew you make will be based on how many mouthfuls were in the raw components. The nutrition of the food is based on how well you cooked it - badly cooked food will be less nutritious than the raw food.

[1.0.08] : Cooking is now a kind of crafting, done through the 'cook' command.

[1.0.08] : Cooking is returning to the game, but in a different form to how it worked before we released.

[1.0.08] : The distill command has been returned to the game, and can be bought for 250 command points. The more heavily polluted water is, the easier it is to make some improvement to it. It also allows you to purify beyond safe water to purified water and crystal clear water, both of which have a higher 'quench factor'.

Crafting

[1.1.00] : Stone and metal veins will now sometimes result in a gemstone being produced as a byproduct. These are used in some of the new shaping schematics outlined below.

[1.0.18] : The 'dye' and 'paint' commands now contain a 'mix' syntax that allows for two colours to be mixed together.

[1.1.00] : Over 1700 new jewellery schematics added, favouring those who work with stone, wood and metal.

[1.1.00] : The 'research' command has changed its functionality. It is now used to attempt to memorise any schematic that you don't otherwise have access to. You can research any schematic in the game unless they've been set as being 'special'.

[1.1.00] : Over 500 new armour schematics added, favouring those who work with metal, bone and cloth.

[1.1.00] : A new command has been added - 'scrutinize'. It consumes schematic patterns in exchange for an 'inspired' buff. The inspired buff increases the chance that your next crafting effort produces an enhanced item.

[1.0.18] : Plants when harvested and trees when cut into logs will now sometimes produce coloured 'plant matter' as a byproduct.

[1.0.18] : A new 'paint' schematic has been added - it uses the coloured stones produced from gathering. It also requires an egg, which is found through scavenging.

[1.1.00] : Over 300 new melee weapon related schematics added, favouring those who work with stone, wood and metal.

[1.1.00] : Over 800 new clothing schematics added, favouring those who work with cloth

[1.0.18] : A new 'dye' schematic has been added - it uses the plant matter produced from gathering. It also requires a mordant, which is found through scavenging.

[1.1.00] : Over 200 new crafting books added - most contain 20 of the new patterns.

[1.0.18] : A new crafting book that holds the dye and paint schematics has been added.

[1.0.18] : Stone and metals which are harvested will now sometimes produce 'coloured stone' as a byproduct.

Death

[1.0.06] : An infected wound won't heal even if it's treated, but if you take some antibiotics you can start to bring the infection down. A treated wound will not become infected.

[1.0.06] : You can get a feel for how bad wounds are with the 'diagnose' command, which also gives you a short-term bonus to your ability to suture wounds on the target.

[1.0.06] : Death has had a little rework and the lucky escape penalty has been removed. It's been replaced instead with a series of accumulating wounds. This is an old system we had for base combat in the pre-release phase of Epitaph.

[1.0.06] : Wounds are persistent damage over time effects that cause damage on an ongoing basis. They can also become infected if left untreated. Light wounds will close on their own however if they don't become infected.

Faction

[1.0.03] : The dog killing mission has been moved from the Winchester to the Hoteliers.

[1.0.03] : The sub factions for each of the major three factions are now 'faction locked'. You might encounter their areas, but you can't train their skills, do their missions, or accept their quests.

[1.0.03] : Faction missions have cooldowns now - after you have done a mission it will be a short time before you are offered the same one again.

[1.0.03] : The large battery collection mission has been moved from the Winchester to the University.

Factions

[1.1.02] : The Calgacus Courier Service have been added as a new faction in northern Dunglen, with a headquarters on Abbey Road.

[1.1.02] : Dunglen Radio have been added as a faction in northern Dunglen.

Favourites

[1.0.18] : A new set of achievements have been added to support the favourite system. They're in the 'witty' category.

[1.0.18] : A quotes page has been made available on the webpage - it autogenerates this based on favourited chats from the radio.

[1.0.18] : A new 'favourite' system has been added to the radio. This allows you to favourite particular chats and have them made available as part of your infocentre.

General

[1.1.00] : Browsing the internet on a local system will now give you a random accessible website (and perhaps IP address) instead of a rumour. Some hackable remote sources will now give those rumours out.

[1.2.02] : 'Strongholds' now shows your max number of trade agreements, and 'stronghold agreements' will show you who you have agreements with, and their strength.

[1.2.13] : You can now 'pet' animal companions for a small mood boost. Each pet will only give you the boost once per hour. Just be nice to animals, that's the lesson here.

[1.0.18] : Flare guns have been modified slightly. When you signal with the flare you will now have a chance of attracting survivors who will come to your aid (provided you are in combat), but alternatively there is now a small chance you may attract even more zombies to your location.

[1.0.05] : Corpses now have the short of the thing that died added to them.

[1.1.01] : A family of achievements have been added for reaching certain overall score values.

[1.1.02] : Living NPCs now will offer to sell you items they aren't actively using - you can 'list' what they have and make an attempt to 'buy' specific items, but the amount they will accept is something you'll need to work out for yourself. This is considered positive for the order alignment vectors, and negative for the violence vector.

[1.0.20] : 'cost all' at a trainer will now show you how much money and XP you have available.

[1.2.02] : Regulator Hall has had light applied to all its inside rooms.

[1.2.09] : Some craftable buckets have been added, along with a book in which the patterns may be found.

[1.0.07] : If you succeed a stealth check against someone, it will now be a few seconds before they get another chance to see you.

[1.0.14] : Corpses will be knocked from your inventory when you quit - they're not designed to save over reloads and resolving this would be far more work than is warranted.

[1.0.16] : A new 'fairness' system is being phased in - this defines a 'fair' check as one where you or your opponent are with roughly two difficulty bands of each other for a particular check. This will make its way into XP awards, achievement progress and so on as time goes by.

[1.1.04] : A 'large battery' schematic has been added, requiring four small batteries.

[1.0.07] : The mechanics of shop inventory have been changed. From now on, when you sell something to a shop, it goes 'in the back' and doesn't appear instantly in the storeroom. After a reset, the current contents of the storeroom and what's 'in the back' are merged into a single list, and stock randomly rotated based on that. Factions will also 'consume' what they have been given if it's something that they especially want, and some of the value of that will trickle into the shop funds.

[1.0.21] : Level draining should now be a bit less brutal than before.

[1.1.00] : Approximately 5% of doors in the game are now 'creaky', which means they'll make a noise if you just walk through them without taking the care to open them first.

[1.2.02] : To counteract the fact that furniture no longer respawns in rooms, there is a 'log bin' in the Cat Lady's yard on Alphabet Street. This will allow anyone still marked as a newbie (check 'benefits' to see if you qualify) to 'collect' wooden scraps for the barricade mission. However, it's limited to 10 per person per reset period, so you'll still need to acquire multiple sources of wood if you want to do the mission often.

[1.2.00] : Enhanced items now have a higher value than non-enhanced items.

[1.0.13] : The amount of health and stamina of bosses has been reduced considerably. They will still require more balancing, but they are more realistically killable. Their general melee damage output has been slightly increased.

[1.1.00] : You can no longer put items with a biometric lock into a communal saving location. At least directly. The problem with this was that once it went into a container, nobody but the person to who it was locked could remove it. Now, if you want something biometrically locked to go into a communal saved location, put it into a container. That way people who don't want it there can still remove it.

[1.0.01] : Alphabet Street is now a little less bleak from a scavenging perspective - the chances of finding things have doubled.

[1.1.04] : Scavenge tables have been added to the university offices and faction storerooms.

[1.0.08] : Randomly generated copses of trees will now have gatherable wood.

[1.0.09] : The Winchester cremation mission is now more precise in what kind of corpses that it wants you to cremate.

[1.0.05] : The usual violent faction auto-responses of NPCs has been suppressed while within Alphabet Street and its associated areas.

[1.0.14] : Schematics for katanas and claymores have been added to the game. These are accessible via a scavengeable book.

[1.0.06] : The number of corpses in the city streets now has a fixed ceiling - they won't keep spawning and spawning until previous ones are buried/cremated.

[1.2.13] : The hnotifications command now comes with syntax and a help file.

[1.0.14] : Rooms which contain immobile powered items (generators, sawmills, etc) will no longer unload while there's power in the item.

[1.1.02] : A memorial for Terry Pratchett has been added off of Pratchett Street. So long Terry.

[1.0.05] : It's also possible to 'attack' doors to destroy them. Oh, and FYI - zombies will now attempt to this if they sense you behind a locked door.

[1.2.06] : It's now possible to plug powered devices in locally if you're in a stronghold room with wiring, and enough battery power. Drain will be slower than with batteries, but the higher the device drain the more power it will eventually pull.

[1.0.06] : The roleplaying system is now 'opt-in'. You can opt in or out of it at any time using 'options game roleplaying_system'. Your status for this will now also be reflected in your player refer.

[1.0.13] : The time taken for taxi journeys has been increased, but so too has the amount of time you get to get on board.

[1.2.06] : It's again possible to meditate upon resolve, and it'll give you a mood boost if you succeed.

[1.0.06] : NPCs now get levels in every skill, based on their challenge level. The number of levels in their 'non specialist' skill sets is considerably lower than in other areas, but it ensures a wide range of skills and such for debate topics.

[1.0.08] : If you die from poison gas in the chemical factory, you'll now be dropped off in a 'safe' room.

[1.1.01] : The condition of an item being salvaged is now a difficulty modifier for the command.

[1.0.04] : A new room has been added to the Radio Dunglen building. It's your doorway to a terrible game for terrible people.

[1.0.02] : Clothes are now a little more durable and a little less valuable.

[1.1.02] : Regulator faction tokens are now wearable. You might need a new one for that to be true - hell, I don't know. Have you any idea how much code we have? I have no idea how any of it works.

[1.1.02] : A new prestige command has been added - 'improve'. You can use it to increase the quality of items you have, provided you don't mind taking a bit of a risk on the components.

[1.0.04] : Large groups of zombies will now gradually disapate over time.

[1.1.01] : Medicines has been added as a plural to medicine. Drug and drugs have been added as an alias and plural too.

[1.0.18] : When you pray to Maestro there is currently a chance for him to refuse your request, but now he may decide to offer you a flare gun. Or not. It's really up to him.

[1.0.14] : The number of entries stored in the mud-side blog interface is now limited to 20 at a time.

[1.2.12] : The computer in the cellar of the Winchester will now provide basic mail facilities for all players, provided it's powered.

[1.0.02] : Zombies will now stop you merrily skipping past them sometimes - the chance is dependant on how many zombies there are.

[1.0.14] : Stethoscopes now also give a bonus to safe cracking when worn,

[1.0.08] : Butchered body parts will no longer be worth burial XP, and the value of a buried container is now the sum of all of the items within it plus the item itself.

[1.0.11] : The mechanics of meditate have changed. Now meditating for lucky escapes and winds has a 'chance' to go with it, and the chance you get one at all is dependant on how well you passed the skill check. This is no longer even close to being a guaranteed refresh.

[1.0.17] : Ranged weapons now come with a 'recoil' which determines the chance you lose your target between sniping attempts.

[1.1.00] : Skills and moral requirements for the Regulators have been changed.

[1.2.07] : Deactivating a safe or storeroom will now trigger rep penalties like most related commands.

[1.0.14] : People following you will now go with you when you explore, or move in exploration rooms.

[1.0.05] : It's now possible to repair items that are in your current room, not just in your inventory.

[1.0.07] : Using 'climb' to climb over an obstacle now lowers the difficulty more substantially.

[1.0.08] : An untargeted syntax has been added to ranged combat. It will fire your weapon at the enemy upon which you are currently concentrating. As in, 'fire shotgun'.

[1.2.00] : Emptying a bottle in a room with a fire will now either reduce, or increase, the strength of the blaze depending on what you pour.

[1.0.05] : Lily, Zombardo, and Rosie have now been alligned to the Winchester faction.

[1.2.06] : Some new knacks have been added for pets, allowing you to increase health, stamina and energy.

[1.0.08] : The damage done by sniping at a distance has been increased.

[1.0.12] : Vessels will now show roughly how many mouthfuls/litres of a liquid are contained within them. We work on the assumption that about 20 mouthfuls are a litre.

[1.1.02] : A new postal system has been added, with drop-boxes accessible at various locations in the game. You need a courier token to be able to send a parcel, but then you can send it to any supported drop-box in the game.

[1.0.13] : Because of , it's no longer possible to fill multiple containers at once. You'll need to do them individually.

[1.0.19] : Clan permissions are now alphabeticized in the 'clan' command.

[1.0.04] : Mission givers will no longer assign missions to those who are advancement restricted

[1.0.10] : The value of first aid kits now increases with the number of uses they have.

[1.0.06] : A new item has been added - stethoscope. It gives a small bonus to your me.me.di.

[1.0.17] : The max quality of a crafted item is now dependent on your level in the schematic theory skill if one exists.

[1.1.01] : Using 'climb assess' will now reduce the difficulty of the climb by a level.

[1.2.00] : The speed at which new mercurial moods tick has been slowed down, so that your characters should seem a bit less erratic. This doesn't change the speed at which new mercurials are added based on context.

[1.0.02] : 'inquire' in shops will now give an ordered output of demands.

[1.0.21] : The 'sayto' and 'whisper' commands now functions on NPCs the same way as the 'ask' command.

[1.0.14] : Cola drinks are now caffeinated, meaning they give a small energy boost as well as a thirst boost when drunk.

[1.0.05] : Anti zombie clumping mechanics have been refined a little - zombies will now declump more quickly and more aggresively.

[1.0.13] : Tanning and curing kits can now be refilled. Curing kits can be refilled with salt (now scavengeable in houses and such), while tanning kits can be refilled with salt, nails, oils, and brushes.

[1.0.06] : More graffiti has been added into the possible survivor graffiti displays.

[1.0.07] : A crank charger has been added to the game. You can use this to turn energy into power for any powered devices, albeit at a much lower convesion of GP to power than you'd find on a specialised device.

[1.1.01] : An automated doctor system has been added to the game. Samantha Quirk and Dr. Roberts have been converted over to be doctors. Doctors charge you for treatments, and you need to provide them with medical supplies before they'll offer to treat you. The cost of both of those go up as you use them, but each doctor maintains their own files on you.

[1.1.01] : If you have fully memorized a schematic, you will automatically succeed in the schematic theory check when crafting it.

[1.1.02] : Salving the cars in the car park will now sometimes give you loose electronics, radio innards, and/or large batteries.

[1.1.02] : If you search in post offices, you'll now sometimes find letters and packages you can deliver.

[1.1.01] : The energy cost of salvaging has changed - cloth is now much cheaper, stone more expensive, and the others somewhere between. However, the xp reward for salvaging items has also been adjusted proportionately - cloth gives less XP, stone more.

[1.1.03] : The 'handout' favour now draws from a general pool of items, rather than being set per faction. This means it should be generally useful rather than dependant on which faction. There is a high degree of randomness as to what you get, but it draws from a reasonably good pool of profiles.

[1.2.07] : You can now longer tame an animal when you have a pet already summoned. You'll need to dismiss it first.

[1.0.05] : The 'stats counters' command now shows stats since this patch as well as since the last boot.

[1.1.02] : Furnitures that spawn in houses will now have materials that are a little more appropriate for the wealth level of the surrounding street.

[1.1.03] : The Tartan Army is now a nearby faction on Thunder Road, which means you'll get rep for kills there.

[1.0.15] : Factions now have a fixed money limit in terms of how much they'll ever have available in the safe.

[1.0.18] : When you die you will now be informed of how long you survived since your last death.

[1.1.02] : NPCs are now 'leashed' when you lure them. This means that they'll return back to their original room after a certain amount of time. ATM any intelligent NPC (those that can speak) are leashed, but other leashes may be added around special NPCs as required.

[1.2.00] : Those moral codes that previously refered to resolve have now had different effects applied as per the new mood system.

[1.1.02] : The headbutt command has been added to the command giver - you should now get this when you have advanced your skills to the appropriate level.

[1.1.00] : For those with the repair command, a new faction mission has been made available.

[1.2.09] : The number of metal bars required to forge a machete blade is now six.

[1.0.05] : The way in which faction money is calculated and transfered into shop funds has been adjusted. There is now a fixed pool of 'free money' in a faction that will slowly get transfered into the shop float every reset. However, a fraction of training costs that you spend at a faction trainer will be made available to the shop float. All other money is dependent on commerce.

[1.0.17] : The news/announcements command now shows only the last 20 entries by default.

[1.0.02] : The way light is calculated in outside rooms has been overhauled.

[1.0.14] : A standardised system of NPC adjectives has been introduced. When an NPC has an adjective (such as 'a precise raider'), it's an indication that their stats have been increased/decreased, proportionate to their level, in a way that is harmonious with the meaning of their adjective. The result is that the range of bonuses you encounter in the game will be wider. Some enemies will be more dangerous, others less dangerous. Other still may be 'just about the same'.

[1.0.04] : A few more broadcasts have been added to Radio Winchester on 1252 Mhz.

[1.1.00] : For those with the SSH command, a new faction mission has been made available.

[1.0.17] : You can now remove a self-obtained badge through the 'badges' command.

[1.0.07] : Shops will now pay less for items they have a lot of that type in stock.

[1.0.21] : Complex repairs now have a slightly more complicated set of requirements. You must use an item for repairs that is at least half the quality of the target item. For example, if you are repairing a rifle of average quality, you must repair it with an item of at least.'bad' quality'

[1.0.15] : The value of food has been changed, and is now dependant on both the number of bites and how decayed the food is.

[1.0.20] : A new bar has been added to Chaplin Street in southern Dunglen.

[1.2.11] : If you must pray to get out of a room with no exits, it will no longer trigger a cooldown.

[1.2.00] : The 'evaluate' command will now show points of entry within a building. If there are no points of entry, NPCs cannot spawn within the inside rooms. Outside rooms always count as a point of entry.

[1.2.12] : The 'bastard operator from hell' goal now also permits players to complete it by number of hacked systems - this includes autohacking systems.

[1.0.16] : You can now 'smash' or 'break' glass bottles over other objects (or people...) in order to break them. The result is that you may end up with a weapon favoured by hobos (when not wielding shotguns). Enjoy.

[1.0.06] : The 'hide gore' option in mud_output will now also suppress combat staining messages.

[1.0.04] : There's now a cooldown between how often you can be affected by zombie moans.

[1.1.00] : A good mood boost is now one of the things you might get as a login gift.

[1.2.08] : Lockpicks and safecracking tools are now crafted from wire, rather than from metal bars.

[1.0.04] : Fast zombies will no longer spawn in the north half of the city.

[1.0.07] : A new item has been added to the game - gaffer tape. It serves to act as a universal repair material for simple objects, allowing it to take the place of the appropriate material in a repair.

[1.0.01] : Shops now have considerably less money to buy your terrible stuff.

[1.0.06] : Repair will now do a better job of matching provided repair materials to the target object if you try to repair with multiple items.

[1.0.07] : The amount of morality adjustment for donating money has been reduced.

[1.0.02] : There is now a grace period after maneouvering in combat where you cannot be re-engaged.

[1.0.12] : Kim Early now has a faction allegience of Winchester rather than random.

[1.0.04] : The number of enemies that can be hit by a single grenade has been reduced, with the max number now dependant on how good the grenade is.

[1.0.21] : A new knack, 'jury rig', has been added - each stack of this allows you to use one level of lower quality item in complex repairs. If you previously needed at least a 'bad' item, one stack will allow you to use 'very bad', and two stacks will allow you t use 'extremely bad' and so on.

[1.0.04] : The Dragoons, Caledonians and Winchester have had a little boost to the skills they teach.

[1.1.02] : Tungsten carbide as a material has been altered to have a higher chance of taking damage. A replacement 'tungsten alloy' takes the place in terms of hardness and damageability of what carbide once had.

[1.0.06] : Raw meat now comes with nutrition, unless it's of low quality in which case it'll give you the disgusted debuff.

[1.0.17] : A new schematic has been added - a badge. It lets you use an object as an inspiraton, so make whatever badges you like you crazy diamonds. It's available in the Intermediate Jewelsmithing schematic book.

[1.2.09] : Magister Damien's quests in the Winchester now award a little missionary rep as well as their normal Winchester rep.

[1.0.14] : The 'worst pies in Dunglen' achievement has been removed for the time being.

[1.0.11] : The amount of money available on NPCs and random corpses has been reduced a bit.

[1.0.14] : You can now dye and paint objects 'plainly', removing any of the positive skill-check based colour modifiers.

[1.1.00] : A keep_alive ping has been added for those who need constant information coming from the MUD to keep a connection You can enable it through 'options mud_output keep_alive = '. The text will never vary, so you can mute it in your client.

[1.0.17] : Fewer items are marked as plastic, and these items that previously had 'plastic' as an adjective should now no longer have them.

[1.1.01] : When eating soups, some of the benefit will now also be applied to your hunger.

[1.0.04] : The impact of alignment on faction skill levels has been adjusted.

[1.0.12] : The way batteries work has been changed. Now, they come with a percentage charge (which you can determine to a degree by licking them) and that's the percentage to which they charge your devices. Batteries found in the game will be found with a random amount of charge left in them, but overall you should get more use out of your devices.

[1.0.15] : The chance of general TMs has been decreased, and the time between TMs in the same skill increased a little.

[1.0.10] : Login informs will now show factional allegiences if these have been chosen.

[1.2.00] : If NPCs have loaded sidearms, they should now switch to these when their primary weapon is out of ammo.

[1.1.02] : Some materials, such as brass, vinyl and the like, will not be used for random setup of objects.

[1.2.08] : You can now scrutinize tinker patterns in the same way you can schematics.

[1.0.06] : The cremation mission in Winchester now gives a little more XP and rep. The delivery mission gives a little less.

[1.1.01] : The knack 'new age medicine' can now be bought - with that knack, you can actually be healed by homeopathic painkillers. It'll also, like, totally clean your aura and tighten up your chakras.

[1.2.02] : The skill checks associated with throwing have been altered somewhat - it's been made a little easier, and also you will now only drop stuff at your feet in the event of a critical failure, not almost any failure.

[1.2.00] : It's now possible to choose 'transexual' as a gender whe you create a character. This will then give you a set of gender neutral pronouns based on those used within Alice in Wonderland. I will be open to implementing other preferences if a better set can be proposed. Much of our gender based code assumes a binary gender split, so please report any time these aren't honoured so they can be fixed.

[1.1.01] : The barricades to the gardens in the streets around Alphabet will now decay every reset.

[1.2.00] : It's now possible to repair breakable objects in the game. If you wanted to.

[1.0.07] : The alignment command will now show alignment titles available to you.

[1.0.05] : Nausea will now bring your out of stealth and cause you to make a noise when you throw up.

[1.0.05] : You can now 'collude' with NPCs to get them to kick idling players out of the room. If you want to do Mischief.

[1.0.21] : The code for the 'feign' command has been changed a little to make it less obvious when someone or something is playing silly buggers.

[1.0.06] : The amount of sound you make now impacts on stealth, hiding and concealing.

[1.0.12] : The 'you didn't supply the right component' message for crafting has been changed to be more explicit. For example, 'assemble grappling hook from rope,backpack' will now give the message 'You cannot assemble a grappling hook because you supplied 1x rope and 1x backpack but you need 1x rope and 1x metal bar.'

[1.2.04] : Shampoo is now considered to be a luxury item for placating stronghold NPCs.

[1.1.02] : Living NPCs will now sometimes spawn with backpacks containing random things.

[1.0.07] : Standard lengths of rope can now be scavenged from various locations.

[1.0.12] : Engage, disengage and wimpy have been added to the list of commands that all pets understand.

[1.0.06] : You can now 'blow' the smoke from a cigar or cigarette into the face of someone in the room. It gives a small negative attitude adjustment for NPCs, but doesn't do anything else. It's just bad-ass, yo.

[1.2.13] : You can now 'repair X fully' to make a single attempt to repair using the provided material. This is slighly more difficult assuming you use more than one material, but more convenient. It will attempt, as best it can, to conserve material too.

[1.1.01] : The durability of clothing has been increased across the board.

[1.2.06] : When doing a mission that makes use of a USB drive, you'll now be given a biometrically locked drive for the duration.

[1.0.08] : Randomly generated caves will now sometimes have gatherable metal and stone.

[1.0.02] : More distraction items have been added to the game. These items will cause NPCs in the room to become distracted, and if the item is noisy enough they may even attract zombies from afar.

[1.1.03] : A little bit more money is now available on the NPCs you kill.

[1.0.05] : The grace period that comes from maneouvering in combat now extends to interceptions - moving from your room will reset your grace period.

[1.0.05] : The rep required for each level of reputation has been adjusted. Respected is now 10000 (up from 5,000), Admired is now 50,000 (as before) and exalted is now 250,000 (down from 500,000). Reputations in the other direction mirror this (-10000 for disrespected, -50000 for disdained, and -500000 for demonised).

[1.0.21] : Two new tiers of raider NPC have been added - bandits, which are relatively low level and will spawn in the north of the city, and 'harriers' who are relatively high level and will spawn in the more dangerous parts of the game.

[1.0.05] : 'skills desc' has been added as a short form for 'skills descripton'.

[1.1.01] : A new area has been added off of Alphabet Street, taking the place of the far east flat.

[1.0.06] : Due to lagging reasons, the capacity of grit bins has been restricted dramatically.

[1.0.17] : You can now probe the locks on locked items like abandoned cars.

[1.2.02] : When being told a name is invalid, you'll now be given the reasons. If that's not honoured at any place in the game, please report so the validation routines can be updated.

[1.1.04] : If you are afflicted by nauesea, you will no longer be able to eat.

[1.0.12] : The cost of faction favours has been adjusted. Some of these have gone down. Others have gone up.

[1.1.00] : If you hear a conversational keyword, it will now only be MXP linked if you're in the same room as the NPC chatting.

[1.2.00] : The Iron Farmer's have had their HQ connected via a physical road to the village of Braellen (accessed north of Primrose). This means the faction will no longer be accessed by an independent exploration zone. This should address a few issues regarding missions and quests that were previously almost impossible to complete, and to help ease the transition between the two zones. Stan's caravan remains secluded.

[1.1.02] : XP is now awarded for negotiating a blackmail dossier trade with an NPC, or giving it to the blackmail target.

[1.0.17] : The goals command now comes with a progress counter, and has had its output converted into a table structure.

[1.2.04] : The special craftable 'paladin' set has now had all its patterns changed from 'platemail' to 'paladin' to resolve the name clash from generated schematics.

[1.0.01] : There is now a MR POCKETS LINK available [p] on each object you find if you have MXP. Use the 'options mxp pockets_in_short' option to enable it.

[1.0.05] : The docks, the cathedral and Osiris Regional HQ have all been set as wireless access points.

[1.2.07] : Jeff in Alphabet Street will teach you the leather strap and cloth strap components.

[1.2.09] : Characters with transgender or non-binary genders can now set their own personal pronouns in the 'options descriptions personal' option menu. This'll be subject to a common sense rule.

[1.0.02] : James at the Winchester now offers the 'handout' favour rather than 'payout'.

[1.1.03] : The new knack 'sleep anywhere' will allow you to sleep in rooms where it's otherwise too noisy.

[1.2.00] : Knife scabbards are now belts rather than sashes, so should no longer prevent wearing a second bag.

[1.2.10] : Shotgun scabbards now use the general scabbard slot, rather than the belt scabbard one.

[1.2.00] : The way in which general containers respond to 'empty' and 'full' adjectives has been changed to be more obviously intuitive - now, 'empty' refers to a container which has nothing in it (you know, like a human might expect) and 'full' refers to a container that is 90% of its maximum capacity.

[1.0.06] : If you want to be a dick when starting a fight with an NPC, you can now 'stub' a cigarette out on them to initiate combat.

[1.0.02] : Batteries are now available from a wider range of scavenge locations.

[1.1.01] : Hockey sticks and quarterstaffs are now two-handed weapons.

[1.0.21] : The date a patch was applied is now visible when checking out the patch notes. This is manually added, so historically it's based on slightly incomplete data, but should be correct in most cases.

[1.0.01] : The amount of light in a room now gives you a bonus chance to find things in rooms.

[1.2.00] : Mental.knowledge.engineering has been added as a new skill.

[1.2.00] : There is now an 'auto' option for hack. It makes a skill check at two levels higher than the computer difficulty, but if it succeeds it will automatically crack the safe without going through the standard minigame. It awards you only half the XP.

[1.2.00] : There is now an 'auto' option for crack. It makes a skill check at two levels higher than the lock difficulty, but if it succeeds it will automatically crack the safe without going through the standard minigame. It awards you only half the XP.

[1.1.01] : Unique NPCs will now sometimes bury corpses when they encounter them.

[1.1.01] : A new Winchester collect mission has been added for 'loose electronics'. You'll find these from salvaging broken kitchen appliances.

[1.1.00] : Resolve has been removed as a vector of wellbeing. It's now handled via mercurial moods. See the section on mercurial for more details.

[1.2.05] : All stronghold output that would normally go to everyone in the stronghold is now captured in the log under the 'events' category.

[1.0.04] : Broken locks will now magically repair themselves over time, since some people cannot be trusted to keep the apocalypse in good condition. THIS IS WHY WE CAN'T HAVE NICE THINGS!

[1.0.19] : Wounds will not be applied now if your character is still young enough to get no penalty prayers to Maestro.

[1.2.12] : You can now leave notifications for people on chat channels with @name. You can access your notifications via the new 'hnotifications' command. Maybe hashtags will be next! Post on the board if you like the sound of that, or if you hate it with all your being.

[1.0.16] : When using 'argue' with no parameters when you're not in an argument, it will show you the final score of the last argument you were in.

[1.0.11] : Zombie declumping will now be an ongoing process, not something handled in batches every few minutes.

[1.0.09] : You will now be de-registered for quests that you no longer have the faction rep to complete.

[1.0.20] : The 'treat' command now works to deal with digestion troubles, but it requires a new kind of medicine - atropines, which are scavanged from the usual places for medicine.

[1.2.06] : The river bank now has surveyable trees you can find for gathering.

[1.0.20] : Boss levels have been adjusted. This doesn't mean bosses will automatically be soloable, but they should now be a bit easier than before. NB: Bosses are still very difficult, and designed around group activities. Boss tweaking will be on-going.

[1.0.21] : Drained skills will now have a (-) beside them in your skills display. You can see your max previous level achieved using 'skills description'

[1.0.05] : The poncho pattern now requires a 'weave' instead of a second set of cloth strips. One weave pattern is available at Jeff (if you can stitch), the other two are available through research.

[1.2.00] : A critical or exceptional success in using probe will now tell you the code for the target, if it has one.

[1.0.19] : Looking at the landmine map in the barracks will now show how many mines have to be found on the selected map.

[1.1.00] : Corpse bits have undergone a bit of a redesign. You can no longer chop all the various individual parts out of a corpse - that was always very buggy and never used properly, and created a whole mess of problems when adding in new races and the like. Instead, corpses now contain 'heads', 'tissue samples', 'bones' and 'internal organs', and you can butcher these out. This isn't just an aesthetic thing, this will also support stuff we want to do for a later patch.

[1.0.04] : You can now look into rooms that are lit even if your room isn't.

[1.0.21] : To deal with the new mass of items available in the game, some changes have been made to the scavenge system. Previously, scavenge profiles built themselves up through dependencies, so that 'clothes' might be made up of 'mens clothes' and 'womens clothes', and 'womens clothes' in turn might be made up of 'womens shoes', 'womens gloves' and so on. The result was a massive mapping of all the items that a scavenge profile would contain. Now, it works a little bit differently - it basically recurses through all the parents and picks an item from each individual profile. Now, you don't need to worry about what this actually means, but it does mean that the core system of scavenging has been altered a fair bit and strangeness might occur as a result. However, it also means that the fact there may be 10,000 pieces of clothing and one weapon doesn't mean you'll only find a weapon one in every ten thousand times.

[1.0.02] : You can now bug/idea/typo maestro through 'bug maestro' and its variants.

[1.2.02] : Due to issues of lag, it's no longer possible to cost beyond what a faction can teach. It is also no longer possible to cost more than 5 valid skills at once.

[1.2.02] : It's now possible to 'trash' supplies from your stronghold chest, removing them permanently from your inventory. This has a clan permission to go with it.

[1.1.02] : The haggle command now lets you make an attempt to haggle with survivors for slightly better prices.

[1.0.06] : You will now occasionally find money as the result of scavenging.

[1.1.03] : For those finding it difficult to avoid gaining reputation with factions they'd rather remain as enemies, it's now possible through the 'options game faction_rep' menu to switch off positive rep gain for any factions you like. I'll be honest, I hate doing this via options and would rather handle it through some in-game means, but this'll do until I think of a good way to do that.

[1.1.01] : Osiris Public Relations now have a trainer in Northern Dunglen, like the other two major factions. He's called Professor Bolingbroke and you'll find him in the library of Dunglen University.

[1.0.01] : The relative likelihood of finding things has been adjusted quite a lot.

[1.2.12] : Whether you succeed or not in a ranged attack is no longer a factor in how aggressively it's treated. If you want to try and shoot someone in the face and miss, this is now correctly interpreted as 'something of an attack'

[1.2.13] : Stronghold NPCs should no longer leave instantly when you get rid of their beds - they'll leave instead at the next reset for the stronghold.

[1.0.07] : 'Diagnose' has been made easier to do, and a successful diagnosis will now also reduce the difficulty of a suture.

[1.2.02] : Zombie hikers will now have some random camping equipment in a backpack.

[1.2.03] : The weight of some kinds of clothes has been substantially reduced.

[1.0.02] : Many fewer NPCs will now 'charge' you on combat initiation.

[1.0.05] : It's now possible for us to set crafting patterns to ignore colour - this is for constructing things where the colour of the item has absolutely no bearing on what comes out. It needs to be set individually on schematics, so please report those that should have it.

[1.0.12] : A new quest has been added to the Arctic Research Facility for Osiris members: White Shot. The quest 'Zee Keeper' is a pre-requirement.

[1.0.06] : The speed at which various kinds of food decay has been altered.

[1.1.01] : Zombies now get a wisdom, intelligence and charisma stat of 3. This makes them less perceptive. They also get a bonus to how now intimidating their moans are, though.

[1.1.01] : Knacks for giving you a charisma stat bump have been added.

[1.0.12] : The standard metal pipe schematic now requires two metal rods rather than one metal bar.

[1.0.15] : A couple of hunter's animal calling devices have been added.

[1.0.15] : 'Schematics details' will now show the kind of assemble command needed.

[1.0.12] : You can now refill first aid kits from other first aid kits, getting all their uses transfered one to the other.

[1.0.05] : The interception of zombies when you move from room to room is no longer random, and is now skill based. The more zombies, of course, the harder that skill check is.

[1.0.14] : A new command has been added - 'deathblow'. You'll get this as a natural part of playing the game. It allows you to perform an insta-kill on any unconscious enemy, but you won't get any XP for the death.

[1.0.01] : Disengage is now easier to do the fewer opponents you are facing in a room and it has been made a bit faster.

[1.0.08] : A new zombie has been added to Dunglen - the bug eye. It can see in the dark and has pretty good perception.

[1.0.12] : The options setting for the monitor has changed from 'on' to 'enabled'

[1.1.00] : The counsel command has been removed - all points spent on this command will be refunded. The reassure command has been modified to apply a positive mood boost rather than wellbeing impact. It also gets rid of the 'scared to live' debuff.

[1.1.01] : Safes in shops will now be concealed, and re-concealed every time the shopkeeper tinkers with them.

[1.1.01] : A new 'patchwork cloth strip' schematic has been added - it works like the normal cloth strip except it ignores colours and ends up with a colour of 'patchwork'. The produced cloth strip will otherwise work like other cloth strips. You can get it from Jeff in Alphabet Street.

[1.1.02] : A small new area has been added south of the play park on Dunglen.

[1.1.02] : A bank has been added to the back room of the Winchester. Be warned though - the terms aren't great.

[1.0.07] : There is now a new option - 'options mud_output marks_in_glance' will control whether glance shows any marks people have made in the room.

[1.2.01] : The 'time since gather' counter now works based on the last success rather than the last *attempt*.

[1.2.04] : There is now a two hour cooldown on re-summoning a pet that has been killed.

[1.0.17] : A new quest, 'Zen Meditation' has been added to Kirkmohr. Speak to Brother William Patterson to start it.

[1.0.12] : When taking money from a safe, shopkeepers may now have something to say about it.

[1.1.02] : It is now possible to use the scales in Morrison Hotel to precisely weigh items, up to a limit of 10KG.

[1.0.15] : When you throw a glass bottle into an adjacent room it will now break. It will also produce a noise that can attract zombies.

[1.0.07] : A grappling hook schematic has been added and is available via research.

[1.0.01] : Many commands that make you emit a noise will now break you out of stealth.

[1.0.05] : You can no longer recover objects that you didn't bury/destroy.

[1.1.00] : 'achievements legacy' will now award you achievement progress towards any quests you may have completed before the associated achievement was put into the game.

[1.2.02] : Stronghold supply chests will now occasionally spawn for scavenge in garages and sheds.

[1.1.00] : Clips which contain no bullets can now be refered to as 'empty' clips. Clips that have full loads of ammo can now be refered to as 'full'. So, 'drop empty clips' or 'put full clips in backpack'.

[1.2.03] : The start of combat will now count as an interrupt, getting in the way of delayed commands you are performing.

[1.2.07] : Summoning and dismissing companion pets will now trigger a 10s cooldown.

[1.0.07] : The 'bounce back' knack now removes any wounds you have accumulated.

[1.2.07] : Social intercourse now has an additional use - if you 'greet' an NPC, you'll get a chance at a small reward based on your relationship with them. This is only possible once every twenty four hours per NPC, but rewards include mood boosts, experience, reputation, money and so on. Chance of a reward depends on how strong the NPC's opinion of you is, and negative opinions may result in penalties.

[1.0.05] : Molotov cocktails now require only a scrap, not a strip, of cloth.

[1.2.07] : The scrutinze command I said would be available in a previous patch is now actually available. Whoops.

[1.1.02] : Water purification tables have been added to some of the scavenge tables. You can use these to 'purify' tainted sources of water.

[1.2.06] : The standard damage modifiers based on attack zone was boring and dumb and stupid, so it disappeared in the last patch. I've replaced it with what I hope will be a more strategic system based on extra effects that might be applied depending on where you attack. I'm intending for it to become more interesting and varied as time goes by, but for the moment if you inflict a lot of damage against a particular zone you have a chance of inflicting a temporary debuff. Head will increase cooldowns, stomach will reduce energy regen, leg will inhibit positioning in combat and arm will result in someone being disarmed. These aren't intended to be *hugely* punitive rewards, but should be punitive enough to warrant building active targetting of zones into your regular combat rotation instead of simply always aiming at the head.

[1.0.06] : The 'bug squasher' achievement has been removed as it is no longer possible to trigger report insects from Epitaph Black Ops without a lot of restructuring.

[1.0.17] : Radios now show time according to what you've set as your local time, rather than UTC.

[1.2.00] : The room on fire effect has been tweaked so as to limit their power and also the likliehood that they spread to adjacent rooms - they need to have enough power now to spread, and will die out quicker. This makes it less likely, I hope, that I will log into the live game and find the whole city is on fire forever.

[1.0.09] : The SSH command has been added to the command giver so it's actually available in the game. Whoops.

[1.0.18] : Epitaph is about to become a CROSS-MEDIA product. Chats added to several NPCs to recognise that. More news to follow on the Textual Intercourse blog.

[1.2.02] : The 'evaluate' command will now give you some information about the effectiveness of stronghold equipment.

[1.1.02] : Post boxes are now safes, and contain letters and packages.

[1.0.08] : It's now possible to repair an item with any material that it has as a material.

[1.0.06] : The radio you get from James after leaving the tutorial area will now be on by default.

[1.1.01] : Everyone is getting their rearranges set back to 2, to make up for stat related mishaps.

[1.1.03] : After a shop has noticed someone tinkering with safes or storerooms, a temporary (and incrementing) increase in the difficulty of all future theft is applied. Evaluating a faction room will let you know when there's a state of heightened alert, but not how much it's been heightened.

[1.1.00] : Performing actions on a computer such as browsing, mail, and so on will drain extra power - the extent of the extra power drain will depend on your skills.

[1.0.02] : Various skill-checks around Braellen have been slightly lowered.

[1.0.12] : Miniguns have been changed so they no longer take high calibre ammo clips. Instead, they take high calibre ammo belts. Each of these can hold up to 500 rounds. Aw jeah.

[1.0.15] : The amount of money from training that goes to the faction money stores has been greatly reduced.

[1.1.03] : XP awarded for crafting is now the average of the difficulty of the schematic and the difficulty of working with the materials - this means more XP when working with complex materials, less when working with easier.

[1.0.20] : Crafted torches can now be activated with the 'light' command.

[1.2.01] : Unclaiming the last of your stronghold rooms will now delete your stronghold at the next reset tick.

[1.0.12] : Members of the United Nations can now release The Mordere at any time, provided they have first completed the quest, 'From UNPARC With Love'.

[1.1.02] : The demand for goods in faction shops will now vary as time goes by, but never beyond a certain distance of the 'base' demand.

[1.1.03] : Throwing a lit (lightable) torch at a zombie now has a chance of setting it on fire.

[1.0.06] : The Winchester now teaches co.ta.me rather than me.co.ne - the latter is still available from Magister Damien.

[1.1.01] : All gardens and greenhouses in Dunglen should now have forage available.

[1.0.11] : The research command now allows you to direct your research towards specific schematics.

[1.1.02] : The commands associated with the 'carny' profession tree have been adjusted a bit.

[1.1.04] : The items that Jenny Bethlehem will ask for for a faction mission have changed - if you're still on one of the missions to find her a sealed envelope or postal package, you might want to abandon it.

[1.1.00] : The 'alternative medicine' quest has been returned to the game - it now works through the crafting system.

[1.0.05] : Money matching is now a little better, reducing incidents of confusion in what you want to do.

[1.2.00] : Novels are no longer bespoke, they're randomly generated in the same way that movie covers are. This means a much greater range of them in the game, which will be useful for the strongholds.

[1.1.02] : If you are trapped in a room with no exits (as sometimes happens when they break), pray will be free.

[1.0.05] : Burying/destroying objects now comes with a small XP/Resolve boost.

[1.0.13] : A link has been added to the web patches site to show a conslidated list of patch notes since 1.0.1. So you can see how hard we're working for you.

[1.0.05] : Fill and refill have been added as synonyms for 'power' and 'fuel' when dealing with petrol powered items.

[1.1.02] : The chance of finding resources with surveying now increases the longer it's been since something was found in the room.

[1.0.21] : NPCs will no longer consume their ammo when they reload a gun - the effect of this will be to make NPCs with ranged weapons more interesting for longer, since they'll have ammo for their day to day apocalypsing. However, if an NPC has no ammo in its inventory it will no longer be able to reload its gun, ensuring you can still render an opponent with a gun less dangerous by stealing its stash.

[1.1.03] : The damage inflicted on breakable items has been increased.

[1.0.11] : Areas that have prohibited entry (such as Kirkmohr, the Arctic Base and Eilean Targe) will no longer clear your command queue when you're hit.

Goals

[1.1.03] : Goals have been reworked - those that aren't marked as special (such as the newbie tutorial goals) can now be achieved at any time. The list of these can now be obtained with 'goals all'.

[1.1.03] : In light of the above, goals now do not refresh your wellbeing when achieved.

[1.1.03] : Each goal you achieve will now give you a command and knack point, up to a total of 100 per category of goal.

Interaction System

[1.2.02] : The interaction system has been significanly revamped under the hood but interactions are still possible using the '@', '/' or 'influence with ' syntax.

[1.2.02] : The interaction files have been completely rewritten for the new system and the total number of available interactions has been reduced slightly (63 at the time of writing). This number will be increased over the coming months and the missing interactions tied into a potential new 'dialogue' system. You can view a list of available interactions through 'interaction list'.

[1.2.02] : All interactions will work targeted at both living and non-living items, so feel free to scowl at tables to your hearts content.

[1.2.02] : More feedback as to how an NPC reacted to an interaction is now given in thier responses, though this is still a work in progress.

[1.2.02] : How NPC's respond is now tied more closely to how they are feeling, which should make them less like paranoid schizophrenics and more like petulant teenagers.

[1.2.02] : As ever, all ideas and feedback regarding the interaction system is welcomed - Woe

[1.2.02] : Interactions will currently only work when targetted at something. Non-targetted interactions have been removed for testing and will be added back in a future patch.

Interface

[1.1.02] : 'evaluate here' now has a neater output, and shows faction proximity and ownership.

[1.1.01] : 'Light' and 'dim' have been added as activate and deactivate synonyms to flashlights and headlamps.

[1.2.06] : The prestige command now allows you to specify whether you want to list base or prestige professions. Default behaviour for the 'list' argument remains the same.

[1.2.13] : Unbreakable objects will no longer have a condition string.

[1.2.07] : You'll be told when you can once again hold a fumbled weapon.

[1.2.07] : The stronghold command will now show how much book and DVD space you have available for use.

[1.2.11] : You'll now see when other people buy things from a shop in which you're standing.

[1.1.03] : When being presented with the 'see "syntax whatever" message, it will now be an MXP link if you have MXP enabled.

[1.1.02] : The faction command shows the number of command-point valid missions that you have completed for each faction.

[1.1.02] : A new 'knack points' syntax will show you where your knack points have come from and what your current balance is.

[1.1.02] : A new 'command points' syntax will show you where your command points have come from and what your current balance is.

[1.2.13] : Supplying to a stronghold chest will now log to the supplies category rather than the default.

[1.2.07] : Stone cubes will now also show their colour as well as their material.

[1.2.05] : A new option has been added - damage_numbers, under mud_output. When set, it will show the raw damage that attacks do (in combats in which you are one of the people applying or receiving the damage). It won't show body zone modifiers, because those will be going away soon once I've implemented a system to replace them.

[1.2.05] : A new option has been added - long_keywords, under mud_output. It makes add_items in rooms behave like conversational keywords, so you can see what's available to look at in the room and click through via MXP, or just see them in colour or in braces depending on how you set it.

[1.2.06] : 'Remove' will work as a synonym for 'eject' when dealing with dictaphones.

[1.2.06] : It's now possible to get fuller descriptions of what clan permissions do with the 'clan permissions description' syntax.

[1.1.04] : A brief/verbose setting called 'get' has been introduced - it'll cut down on the spam that come along with manipulating more than 20 items via get or put.

[1.1.01] : An inform is now provided when you move from one faction rep level (admired/exalted/whatever) to another.

[1.1.01] : Vessels now have an alias of whatever liquid they happen to contain at the moment, so 'get beer' will work as long as there is delicious beer to be found within.

[1.1.01] : Instead of refering to in-build commands as 'normal' commands in helpfules and on the web, these are now termed 'innate commands'

[1.1.03] : On completing a goal, you will now be informed of it's name, not just the XP reward.

[1.1.03] : Aliases, adjectives and shorts for bottles have been improved, so they show what they contain and can be refered to by not just their contents (as in, 'buy water') but also by 'buy bottle of water' or 'sell whisky bottle', and so on.

[1.1.02] : 'You find yourself better off' messages will now be collated if multiple ones would have been displayed.

[1.1.02] : Mood is now exposed as an MXP entity for those who know what to do with it.

[1.2.03] : 'it' and 'them' will now work with items you have just crafted.

[1.2.02] : Extra attacks triggered by 'Flurry' will now be coloured as specials when the command launches.

[1.2.07] : Deathblow messages will now also show the damage inflicted.

[1.1.01] : Objects now get adjectives relating to their quality, so you can 'put high quality clothes' in backpack. However, these are not discreet adjectives - 'high quality clothes' will get any clothes that have 'high' and 'quality' as adjectives, including those of extremely and EXTREMELY high quality. Consider these boundary selectors.

[1.1.01] : A 'full text' option has been added to 'options mud_output monitor', which will give you a long form monitor in the form of 'in good shape, full of stamina, invigorated, XP: 7259968 mood: 100%'

[1.1.02] : Each of the gathering commands now has an 'assess' syntax that gives you an approximate time since the last time the room was 'touched', for resource likliehood purposes.

[1.1.00] : Searching works on the title of things, and will be added to more parts of the game as they come up.

[1.1.01] : A new keyring system has been added, accessed via the 'keyring' command. As time goes by, all old keys will be moved on to the system to save you having to manually manage them. Any keys you find in the game now should be bug-repped so we know to convert them over.

[1.1.03] : Using the 'description' option of the 'skills' command will now tell you what factions teach the skill, and to what level.

[1.1.02] : The message that comes with a breaking item has now been changed to be material specific - cloth will rip, wood will splinter, etc.

Items

[1.1.00] : A new classification of object has been added - media players. These add positive and negative moods to NPCs as the media upon them indicates. The jukebox in the Winchester has been converted over to this system.

[1.1.00] : USB thumb drives are now scavengable in the game. You can use these as a destination for remotely downloaded files.

[1.0.21] : Over 350 new food objects in various combinations of quality, size and flavours.

[1.0.21] : Over 13,500 new clothes added, in various combinations of styles, forms, and variations. For context, we previously had a touch under 250.

[1.0.21] : 11 new brands of camcorder added, covering all levels of quality.

[1.0.21] : 11 new brands of camera added, covering all levels of quality.

[1.0.21] : Boxes of bullets have been added - low calibre and high calibre.

[1.0.21] : Over 210 new armours added, across various categories and qualities. This about triples the number of armours available in the game, booyah.

Knacks

[1.1.02] : The new knack 'bloodlst' reduces the energy cost of base attack actions by one per stack, down to a minimum of one per attack.

[1.1.02] : The new knack 'shadow warrior' will reduce the ongoing cost of physical stealth forms (hide and sneak) by 10% per stack.

[1.1.02] : The new knack 'kung fu fighting' will reduce the cooldown of kick, punch and trip by 1s each stack.

[1.1.02] : The new knack 'aegis' reduces the energy cost of base defence actions by one per stack, down to a minimum of one per defence.

Level Drain

[1.0.16] : Using up a lucky escape now also comes with a chance of level drain, with the chance going up the older your character is. The chance of level drain is approximately 5% per day of character age, with a floor of 5%. Characters still considered 'newbie' by Maestro are not affected. The retentive knack impacts on this, but the percentage chance of drain on death has no upper bounds.

[1.0.16] : You can only be afflicted by level drain once every ten minutes, but skills lost in this way are permanently gone until you advance them back.

[1.0.16] : A level drain system has been put into the game. Your skills are no longer safe.

[1.0.16] : Several new zombies have been added with level drain functions; chokers, rotters, jackalhides and more.

[1.0.16] : A new knack, 'retentive', gives you a chance to avood level drain.

[1.0.16] : Each time a level is about to be drained, you get a skill check against the level of your enemy. If you pass it, you might keep the level - it depends on how well you pass.

[1.0.16] : Level drain is a special attack performed by certain especially nasty zombies. The amount of level drain is based on several factors, including 'damage' inflicted and the general scariness of the enemy.

Mercurial System

[1.1.00] : The new 'interactions' command will allow you to see all the interactions available to you, and the various configuration details that define them.

[1.1.00] : A new system for NPC moods, interactions and attitudes has been added, which allows for NPCs to communicate with each other, and players to communicate with NPCs. All interactions are performed through the 'influence' command.

[1.1.00] : NPCs now also have a limited 'personal stuff' cycle - they'll occasionally wander off to take care of the necessaries, leaving shops and the like briefly unattended.

[1.1.00] : Charm, Intimidate and Bribe have changed their functionality - they now act as personality modifiers. If you charm an NPC, they will temporarily be more responsive to friendly interactions. If you intimidate, they'll be more responsive to threatening interactions.

[1.1.00] : Players also have access to Mercurial moods, and these will impact on your resolve. This offers a more flexible system of resolve management than the previous wellbeing system would allow.

[1.1.00] : NPCs now have a limited sleeping cycle - they will take naps every so often when they get tired. You can wake them up with noises, or just asking them questions. While asleep they won't notice you sneaking around unless you wake them.

[1.1.00] : Your new 'mood' command allows you to see what your overall mood is, and what your current resolve is. It has a resting value of 50, which is then modified by your mood values.

[1.1.00] : The interaction system obsoletes the soul system - the standard soul syntax, such as '/grin' will work in the new system. You can interact remotely with other players as before, but all other interactions must be done within the same room. A * may be used in place of a distinct soul argument to give a randomised response.

Missions

[1.1.02] : The number of zombies to be killed for the Tartan Army missions has been decreased.

[1.1.02] : When you abandon a mission, it will be put on the same mission cooldown timer as if you succeed it - you won't be offered it again for a while.

[1.1.02] : A mission has been added to make minor repairs to faction rooms - 'evaluate here' will show you what needs to be repaired.

[1.1.02] : A mission has been added to locate mementos in houses and give them to the people who should have them.

[1.1.02] : A mission has been added for finding and delivering mail to people.

[1.1.02] : A mission has been added with those for the bandage command.

[1.1.02] : A mission has been added to provide medical supplies to a faction.

Monitor

[1.0.06] : You can now change the colour of the monitor sections through 'options colour wellbeing'. This gives you control over the colours used for wellbeing warnings generally, and these will be honoured by the monitor command.

[1.0.06] : The 'options mud_output monitor' section now has a way to set the priority of wellbeing when it is displayed on the monitor. Highest will be shown first, ignoring those wellbeing elements that have been switched off.

Narrative Combat

[1.0.11] : This is only the start of the system, and provides little genuine 'narrative' for the story of a combat. Expect this to evolve as time goes by. Consider it experimental for the time being, and no guarantees are given that it will work correctly in all situations.

[1.0.11] : This is the start of a hopefully more substantial redesign of how combat is presented, allowing for large scale combats with multiple participants to be more strategic and less wading through spam.

[1.0.11] : A new setting for combat has been added - narrative combat. This replaces the constant display of 'x hits y with z' combat output and replaces it with a paragraph of descriptive text every few seconds.

New Ammo

[1.0.10] : Reload speed has been removed in favour of a more 'emergent' way of handling different reload regimes. Shotguns and revolvers are now reloaded one bullet at a time, while pistols and rifles are reloaded with a clip at a time. We'll add speedloaders and such at a later date to help deal with this.

[1.0.10] : The number of bullets a weapon will have when loaded depends on the number of rounds in the clip. You can put these in and take them out - clips are then a kind of container for 'loose ammo'.

[1.0.10] : A new ammo system has been introduced. Ammo is now handled in two categories - 'clips' which are inserted directly into weapons, and 'bullets' which are inserted into clips.

New Money

[1.0.04] : There is a new command, 'pay' to handle transfering money between objects, but the 'give' command should work as usual.

[1.0.04] : There is no longer such a thing as 'making change' for in game money. Your money will always show up as the most concise representation. You will never have 150 pennies, you will always have $1.50.

[1.0.04] : Money is no longer a tangible object in the game - it's just an integer stored with your character. You can still get it, drop it, move it between containers and so, but it's not *really* there.

[1.0.04] : To go along with NEW FOOD, we now have NEW MONEY. There will almost certainly be some teething issues with this. All your old money should however convert across to the new system AUTOMATICALLY.

[1.0.04] : There are many reasons why we've done this, but by far the biggest is that money has always been very buggy and difficult to work with, and this system will make it much easier for us to do things with it. Seriously, ask to see the basic shop code for making change some time.

New Monitor

[1.0.05] : The old monitor system is gone, replaced with a new one. This one is much cleaner in code and let's us do things with it that the other one would need beaten with sticks to allow.

[1.0.05] : If there are more things you'd like to be able to display on the monitor, submit idea reports for them.

[1.0.05] : You configure your monitor through 'options mud_output monitor' now. You can choose what values to display, whether it is on at all, whether you should only see it when it changes, and a few other things.

Pets

[1.0.13] : You can 'consider' your pet to see what knacks and commands they have. Only you can see this information.

[1.0.13] : Pets now come with points that you can spent configuring them. The number of points is dependent on your bonus in the appropriate taming skill as well as the age of the pet. Pets accumulate a point per two hours of activity.

[1.0.13] : When a pet dies, its age is reset back to 0 and all its commands and knacks are unlearned.

[1.0.13] : You can use the 'train' command to buy their knacks and commands. The knacks act on you, and the commands perform a range of functions. The train command must be bought separately.

[1.0.13] : The pet system has been overhauled to make owning a pet more interesting and useful.

[1.0.13] : Pets can be 'instructed' to perform special commands in the usual way.

Playerkilling

[1.0.08] : Setting your playerkiller tag now gives you a 'danger' bonus for certain activities. Full PK gives you a 20% bonus to some kinds of earned XP and rep (like combat), and faction PK gives you a 10% bonus.

[1.0.08] : Faction PK is possible only if you are in a 'hostile' area and your opponent is in a 'friendly' area. As an example, if you're Covenant and your opponent is Osiris, it's a valid faction PK interaction if you're in Kirkmohr and so are they, but it's not a valid interaction if you're in the Winchester and so are they. If they are in Osiris and you're not aligned, then even if they're in Kirkmohr it's not a valid faction PK interaction.

[1.0.08] : The faction PK system has been brought online. You now have three flavours of PK available - off, which removes you from all playerkilling; faction, which means you are up for factional PK; and full which means baby, you up for anything.

Prestige

[1.0.15] : Prestige can be spent on gaining access to prestige rewards. Currently, there are only prestige professions, knacks and titles but other things will become available over the next patches.

[1.0.15] : Prestige can be used to buy access to titles that persist over refreshes. Currently these are limited to the ranks of aristrocracy, but include titles such as 'sir', 'dame', 'earl', 'duke' and so on.

[1.0.15] : A new command has been added - 'prestige'. When characters over two days in character age refresh, they will earn prestige as a result of accumulated accomplishments. The prestige value of your character will experience diminishing returns the more 'total' prestige points you have earned.

[1.0.15] : A new system has been put in place for calculating overall score

[1.0.15] : Prestige knacks have been added. Buying these makes them available for purchase with knack points - they're cheaper than the non-prestige equivalents, and stack with them.

Prestige Professions

[1.0.15] : Prestige professions have more favoured skills, more free commands, and get a rep and XP bonus.

Quests

[1.0.02] : The quest 'Briefed' now has a few more conversation breadcrumbs.

Regulators

[1.0.21] : See Regulator Hollis to place bounties, collect the rewards, and receive faction training.

[1.0.21] : The Regulators live in Regulator Hall, which you can find through the exploration system.

[1.0.21] : NPC factions will also place bounties out on you for transgressions - assuming they have the money to spare, and your crimes managed to upset one of them sufficiently.

[1.0.21] : A new faction has been added - the Regulators. You can see Regulator Hollis if you want to put a bounty on another player. If someone who is loved by a faction kills that player, they'll get some money, XP and faction rep as a result. Everyone else just gets faction rep.

[1.0.21] : A new maestro event - 'regulator justice' has been added. It'll spawn a pack of regulators to deal with you if you have an open bounty of sufficient value.

[1.0.21] : One regulator will spawn in Dunglen at a time. If you have a bounty on you, they will attack on sight.

Rules

[1.1.04] : The terms to which players must agree upon creating their characters on Epitaph has changed a little to indicate assumed consent for research participation. All characters logging on after this patch will likewise be assumed to be consenting to their data potentially being used for research projects. Those who wish to opt out of this can do so through the 'options' menu.

Skills And Stats

[1.1.00] : A new skill tree has been added - 'social'. Some of the mental skills have been moved into this tree. Your skills will be automatically remapped when you login after the patch.

[1.1.00] : Several new skills have been added, tied primarily into the new mercurial system and crafting expansions.

[1.1.00] : A new stat has been added - 'charisma'. This is to help underpin our new social interaction system. As part of this, everyone will have their stats set back to the default (at no rearrange cost) so as to distribute their stats again according to the new setup.

Stash System

[1.1.03] : Stashes are insecure - if people search in the room where you've stashed something, there's a skill-checked chance that they'll find it.

[1.1.03] : A new stash command has been added (although it must be purchased). This allows you to stash items around the world wherever you like, in the manner of a very insecure, unreliable vault.

[1.1.03] : The 'recover' command, if you have bought the stash command, will allow you to recover your stashes. You can also use the 'stash recover' syntax.

Teaching

[1.0.19] : A new knack, 'pedagogically sound' increases the chance that your teaching will have an impact.

[1.0.19] : Every so often, teaching may result in you being awarded a random level in a skill from the category you were teaching, as a 'flash of insight'.

[1.0.19] : If you successfully manage to teach, each person you taught gets a 'learning' buff that increases their TM chance in the skill category you taught. Each person can only be learning in one catagory at a time.

[1.0.19] : A new knack, 'lasting lessons', increases the duration of your teaching.

[1.0.19] : For each person you successfully teach, you get an XP bonus - the bonus depends on how well you taught, and how many people at a time.

[1.0.19] : A new teaching system has been introduced. It works on the basis of a teacher with the new 'teach' command buffing an audience for increased TM chances within a root skill.

[1.0.19] : A new skill has been added - mental.knowledge.teaching. This skill is used when you try to teach audiences - the bigger the audience, the harder the skillcheck. The better you pass the check, the more likely you are to successfully teach.

The Reiver Lords

[1.2.09] : A new moderate faction has been added. The Reiver Lords are the antagonists of the Winchester.

[1.2.09] : Several new quests have been added for this new faction. You'll find the first couple of these in Dunglen, and they'll give you the necessary reputation to allow you to visit Fort Fiesta without injury.

[1.2.09] : All the existing raiders in the game have been flipped over to the Reiver faction.

[1.2.09] : Reivers are hostile to all players by default.They can be found at the new area: Fort Fiesta.

Tinkerers

[1.0.17] : A new faction of sorts has been added - they're called the Tinkerers. Give one of them a tinker token, which is available at an extortionate rep hit from moderate and large factions, and you'll gain rep in their faction.

[1.0.17] : You'll find the first representative of the tinkers at the top of the hospital in Dunglen.

[1.0.17] : If you give a tinkerer an object you possess with no special properties, they will place an enhancement on it for 50,000 rep per possible level of enhancement.

Tontines

[1.0.18] : Winning a tontine will give you a chunk of XP equal to 10% of the kill XP you earn while it is running.

[1.0.18] : Inactive players are timed out of tontines when their account is marked as inactive.

[1.0.18] : A new NPC has been added to the Casino - he calls himself the Grim Reaper. He's the interface to the new tontine system.

[1.0.18] : Players can now create a tontine by visiting the Grim Reaper. A tontine is a cash pot into which multiple players can feed in. The full pot, minus a 10% commission, is awarded to the last person in the tontine to die.

Web

[1.2.08] : The consolidated patch notes available on the website now includes from which patch a change derived, and provides links to the appropriate patch notes.

[1.1.01] : The titles associated with quests are now visible in the online quest browser.

[1.0.05] : A web voting portal has been added at epitaphonline.co.uk/vote.html. It would be super if you guys would vote for us occasionally. If you want to do it regularly and have the game remind you, you can switch on a reminder with 'options mud_output vote_reminder = on'. It would be hugely appreciated!

[1.1.01] : The web-side achievements browser has had an exciting search field added to it.

[1.2.06] : We're now using a Content Delivery Network (CDN) for the blog and the wiki and the boards. Hopefully this will speed things up a bit.

[1.2.08] : Since it's been six months since it was last updated, the Hugo's There blog has been removed from the front-page blogroll.

[1.1.00] : A random quote has been added to the bottom of the main index page.

[1.1.01] : Achievement categories in the web browser are now bold, rather than headers, for increased readability.

[1.1.04] : The web finger info now shows the full whois lines, rather than abridged ones.

[1.0.21] : When using a browser that supports HTML5, achievements will now show a visible progress bar when you browse them.

[1.2.05] : Some improvements have been made to the reporting of login name on the web.

Website

[1.0.17] : The website quest browser now shows how many quest points and XP in total are available across a region. It's our long term plan to balance both QPs and XP available for main and medium faction areas so that they are roughly equivalent.

[1.0.19] : When logged into secured sections of the website, you'll now be shown under which account you're logged in.